mollystars - { star tier+ } MML UPDATES!!! 10.20.26 — page 1
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mollystars - { star tier+ } MML UPDATES!!! 10.20.26

More from mollystars mollystars - { star tier+ } monthly update! (nov 2026)

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WELL!!!! HELLO AGAIN.

after barely even a week of work, i now come to you again with huge news about MML!

last update, i was able to share that i finished making the 7 base/starting areas for the game, at least to the point i needed to make them before needing new mechanics added.

this time,

All 14 "effects" for MML (FOR NOW) have now been implemented in base form.

what "base form" means is effectively: i don't have all the use cases for most of these implemented just yet, HOWEVER, they are functional and at least work well cosmetically. which is to say, the Hard Part of that process is now done and iterating on it will be Significantly quicker (as if this wasn't already quick, seriously don't ask me how i got 12 of these done in a week i really don't know either).

with these done, a very good chunk of the game's total content is now complete. it feels actually fleshed out now and all of the basic/core systems are finally there for it to really feel like the kinda game i've been wanting it to feel like to start.

there's still much much left to make, but i'm now so much closer to getting to a state where i'd be able to actually have a demo of MML out in the future...not only that, but new areas will also be easier since my toolset is much more robust! if i struggle to add anything, i can always just pick from any of these and encourage more usage out of them. which also means i'm rapidly getting to a very fun part of designing this game...hehee...

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as i said in the comet tier post but will reiterate here, now that i'm done with these effects, i feel like i've done more than enough to take a break from MML for just a teeny bit. i need a break anyway after a couple months straight of making up for all the lost gamedev time, and i also will be doing a round of playtesting regardless to iron out any bugs/anything i didn't account for in the programming of these effects. but as it is: this is already about a fifth of the game's total content done, going off of my rough estimates. which sounds like a small amount possibly, BUT i think it will only get easier to pick up the pace from here.

which is to say, i'll be shifting over to clearing my commission queue once i've had a couple days, and after that...well, we'll see if the gamedev side of stuff decides to consume me yet again, but i've been having more thoughts about youtube as well. i'll keep you guys posted on that in the next monthly update once i've gotten some rest @v<

that's all for now! thank you all very much for your patience with me this past while. this is the most i've been able to finally just work on shit consistently in a long, loooong time, and i can tell my momentum is coming back to me fully. whether youtube or gamedev, it's full speed ahead and i hope to keep it that way now that i'm in a good situation.

here's to getting much more done quickly soon!

till then... <3

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